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Everything posted by willow wafflebeard

these are more like small changes instead of a wish, im putting it here since i know devs love wishlist threads
--in linuxmint tessa cinnamon, middle click ladder causes crashes.
--implement the "cluster" attribute in pyrocluster workflow.
--have an compensate dopobject transform in sopmergefield and gasparticle to field
--clear caches using python
--cooperation between dop wrangles and copydata dop
--findattribvaluecount vop's output is "elemid", should it be "elmcount" ?
--primuv vop is labeled "Primitive Attribute" which i easily confused with importprim vop.
--"embed icon in operator" should not darken the icon, it doesnt if the extra file is done manually.
-- remake game of thrones finale... does sidefx have that kind of influence?

i find that adding a volumelimit or geolights spikes volume renders up to 10 folds. --check does out, and if like internal scattering, go with geolight my test shows its atleast 2x faster than having a volume limit of 1
or just add a glow in comp and don't do emissive lights, you'll be lighting fast

- have multple output from object subnet. or atleast in object level HDA.
- python support for handles, or maybe a better way of setting up handles.
- a way to extend or install a custom component in the new autorig.
(my concern mainly is to save small portions of my rigs, automating the whole thing doesn't seem to be a houdini way. but i understand that this is the trend)
- seems also that HDA now saves the userdata in its definition. that seems an odd behavior. is it intended? or bug?
- the path+ikspline combo supports 360+ twist. but it seems like the "deform by bones" sop will flip anyways going beyond 360
- "save content as lock" doesn't work if the asset was once had it turned off. ( can't lock it anymore ).
- in the "change operator type", it would be nice to see the "version" namespace.
- im using houdini 16.0.504, linux mint 3.2.7, forgive me if most bugs i said was squashed.

"create intermediate directory" option when saving flipbooks.
this is important when iterating on sims we just can't render yet, so when people like to see your progress/variations, we can save flips, and this makes it faster

import os.path
obj = ""
nodename = os.path.basename(foo)
kids = map( lambda x: x.name(), node.children() )
if nodename in kids:
obj = hou.node(foo)
could this suffice?
im sure you can use filter() straight after map()
or you can just do:
raise hou.Error("no such node in object") or raise ValueError("no such node in object") somewhere in the code
edit: i noticed its a path

i was thinking of the same thing although glue constraint doesn't seem to respect world space anchors, we probably need to place bogus packed objects for it to attached to, and set it to never collide unto anything, hopefully in the future we get more opitons, glue has this nice ability to bunch objects together as one, unlike the hard/pin constraint which will stretch or jitter, seems to me that glue is much more worthy of the name hard constraint.

skill should be the determinant, although as a freelancer, you have to know how much you can push bids. a mistake newcomers do is to not care about the pay for starting job( for experience and exposure ). which is whats killing the pay for the majority.

hello, thanks for the file Pavel, Im trying to learn from it, may i ask, if anyone knows why convert the P to a vector4 before multiplying with the offset matrix?. it seems to me that the output is the same, whether or not.

danylyon, shared some tangent vector displacement code for zbrush. http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=26623&highlight=&sid=2653ea8919dca43945896551cdeb6657
i have no idea how it works i just put his code on the shader, seems to be faster than the regular scalar displacement. one thing to notice is scale of the object is important, same as in maya.